Card Game Power-Ups and Industry Influence

Card Game Power-Ups and Industry Influence
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This content introduces various power-up cards like Good Networking, MW Fever, and PE License in a card game where players can split costs, push plants to earn double, or influence industry-wide changes. Each card offers unique advantages and consequences, shaping strategies and interactions among players. Gain insights into playing dynamics and strategic choices with these power-ups.

  • Card game
  • Power-ups
  • Networking
  • Influence
  • Strategy

Uploaded on Mar 13, 2025 | 0 Views


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Presentation Transcript


  1. Power Up

  2. Good Networking Can split the cost and profits of a new plant with one other Good Networker Can buy plants from or sell plants to other Good Networkers After Good Networking card is lost, agreements made on profit-sharing and ownership remain, but no new arrangements can be made without the Good Networking Card

  3. Good Networking Can split the cost and profits of a new plant with one other Good Networker Can buy plants from or sell plants to other Good Networkers After Good Networking card is lost, agreements made on profit-sharing and ownership remain, but no new arrangements can be made without the Good Networking Card

  4. MW FEVER! Push your plants to the limit to earn double on odd rolls, but pay the consequences by earning nothing on even rolls

  5. Earn a PE License Becoming a Professional Engineer earns you $1 extra for each plant you own, each turn

  6. Industry Leader Use your influence to bring about one of the following industry-wide changes (affects everyone). Chosen effect lasts until this card is returned to the deck.

  7. Youre Really Bright! Congrats.

  8. Keep the Lights On! The public appreciates it.

  9. Senior Reactor Operator Becoming an SRO allows you to earn $2 more from each nuclear plant you own each turn

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